Showing posts with label FCI. Show all posts
Showing posts with label FCI. Show all posts

Monday, July 17, 2017

Game #71: Might and Magic III: Isles of Terra (SNES) - A Glitch in Timing

Game 71

Title: Might and Magic III: Isles of Terra
Released: Jan 1995 (1993 TG-CD)
Platform: SNES
Developer: Iguana Entertainment (New World Computing [PC])
Publisher: FCI
Genre: RPG
Exploration - First-person
Combat - Turn based
Series - Might and Magic

I might be playing this game, at the very least this version, a bit early, but I have a good reason. I have a policy of playing any version at the time of the first release, and that's what I'm doing here. The TurboGrafx-CD version is incredibly expensive and difficult to find, and I couldn't confirm it had mouse support (or if the TG even had a mouse released in the US). As one of the few SNES games to support the mouse, I felt this would be the better experience. I'm not sure why then I decided to use a controller instead, but I'll attribute it to trying out a different experience.
Only one save game is allowed
Like most Might and Magic titles, the majority of the story is in the manual. It follows a band of adventurers as they seek ancient ruins where a scroll was said to reside. Sheltem was once again behind some brewing evil about to unleash on the world. As I began, it was unclear what this story had to do with the party I controlled. Starting year is 500, this game appears to be a prequel.
*Plop*
Every new game begins with the premade party standing in front of the inn in Fountain Head. It's not a bad group, but I always feel better creating my own characters. The roster is restricted to 10, so I deleted the original (getting their items beforehand) in order to create a new full party. To create a character I selected character portraits (race and sex that are locked to these), stats rolled randomly with the option to swap them, and alignment (good, neutral, evil) that only comes into play with equipment in this series.
Unless gnomes are supposed to be green I have a feeling they mixed up the portraits
Available class is determined by the character's current stats. Classes come in a normal variety of fighter (barbarian), cleric, thief (robber), mage (sorcerer), and druid in this game with the addition of hybrid classes of each one with a fighter for knight, paladin, ninja, archer, and ranger. I don't know if it'll become necessary to have one of each. There are also mercenaries in each town. They take up one of the six positions in the party though, so I'm not quite sure what use they are at this time.
I'm not sure if it's just this version, but the party begins in an obscene amount of gold and gems
With the party fully formed (knight, paladin, cleric, robber, druid, sorcerer), I set out exploring the first town. I quickly found Fen's Fineries, which sells additional equipment. I bought a second bow, and outfitted everyone with additional armor (so far I know of helms, gloves, boots, chests, cloaks, and shields--there may be more). The manual is light on information about equipment; about the only thing it covers in any detail are spells.
Noting the location of the temple before I need it
Fountain Head also has a tavern, training ground, bank, and magic guild operating on a day/night cycle. Time progresses only when taking actions, which remains true even when distant monsters appear on the display. There are also fountains throughout that ooze green slime. At a prompt I threw a coin into one, and a group of three bubble men appeared assaulting the party. I fear some sinister force is behind this. Not too difficult, I repeated the process until I had enough experience for level 2.
Getting a tip from the tavern keeper--make sure not to "eat" too much otherwise the character gets "stuffed"
While exploring, the party has options in the side panel to shoot arrows, cast a spell, rest for 8 hours to replenish HP and MP, bash forward, dismiss a character, consult quest log, view the auto-map (if a character has cartography--which is easy since there's a skill teacher near the bank), check the time, and get a status overview of the party. Selecting a character portrait brings up additional details on that character and their inventory. The gem on the bottom of the main display opens the system menu to save and load the game. The gems in the corners indicate elemental resistances for the party, and the gargoyle faces in clockwise order from the left indicate an active levitate spell, nearby enemies if a character has danger-sense, and likewise secret doors if a character can sense them.
HP of characters and enemies are displayed as colors: grey > Max HP, green = Max HP, yellow < Max HP, red = near 0, blue <= 0 HP
Characters that drop to 0 HP or lower are potentially only unconscious. They're only dead once their portrait is replaced by a headstone. There are gates throughout the city that only open with a good bashing. Bashing down a door takes a skill check of the first two conscious characters to succeed, and whether successful or not damages them in the process.
It took me way too long to find the exit as I thought it was merely another door to bash down
The menu changes to combat options when enemies are within melee range: attack, cast, use item, run (per character), and block. There is also an option to set a default choice for each character to streamline combat a bit. During these early battles I haven't found a need for anything other than attack. Unlike previous Might and Magic titles, gold and item rewards from combat are given automatically once all enemies in the area are vanquished. Some enemies, like the bubble men, don't give any reward. So far, these early enemies drain resources far faster than I'm rewarded. Hopefully things balance out eventually. Unfortunately, I haven't made much progress in the game due to a strange bug. I had trouble determining the cause as I couldn't find anyone else that wrote about it online.
The game can potentially lock up and wipe the saved game
At first I thought it was the cart, but I tried the same cart again.
I had to go back through the videos before I noticed it always happened after the same action
I ordered a second cart. It happened again, which had me thinking it was my SNES.
I wonder which part of memory this is...
I then tried on emulator, and reproduced it there.

I definitely wasn't expecting this, but it helped determine it wasn't related to my hardware
It was then I went back to the videos and confirmed it always happened when I used the shoot command after moving, but not every time. I think using a mouse prevents it completely due to timing differences with the input, which would explain why there's no info about it online. So, because I decided to try something different by using controller, I lost weeks of progress, but uncovered a bug no one seems to have discovered or at least bothered to log online. Word of advice for anyone playing this version: use mouse, it's faster and doesn't have this issue (so far).
I re-rolled my party for hopefully the last time as I consider just burning the whole place down
Having some more experience with the game I adjusted my party to knight, ranger, archer, ninja, cleric, sorcerer. I feel like this combination will serve me a bit better. I've already been taking down enemies quicker with arrows fired by the archer. Burning the goblin infested wagon rewarded me with experience and some magical equipment (including a belt of luck).
I wonder how necessary the quests given by the fortuneteller will become as they aren't logged in the quest log
One of the biggest changes to the series is the addition of quests tracked in a log. The game begins with one regarding Fountain Head and the cleaning up the green ooze, and I've been focusing on clearing out the caverns below town to rid it of the ooze. As I explored I found two other quests: ultimate orbs of power are requested by King Righteous of Castle Whiteshield, and 5 silver skulls are necessary for some ritual by an aged man named Skull Miser. As I've been clearing out the caverns below the town I've found those skulls slowly, and expect to have all five by the time I finish.
There are also some vague quests such as this... I'm sure I'll learn more about them as I proceed
Inside the caverns below Fountain Head were bats that poisoned, barrels to search, and completely visible unavoidable traps that taunted me as I had to walk through them . The bats were fairly weak yet quick, and often acted before I could. Their poison, and possibly all poison, drains stats rather than hit points. Cure poison is an 8th level spell, far out of reach. Barrels usually have gold, although some have permanently increased stats, and still some are damaging or instant death. Wanting to ensure the increased stats went to the relevant class, I started saving before the barrels and loading if, say, my knight gained wisdom. A potential problem presented itself, doors I had bashed were shut again when I loaded. This, coupled with poison that drained my might, meant I could "soft lock" myself behind one of these doors leaving the only way out my last resort of contacting Mr. Wizard. Calling on this power returns the party to Fountain Head at the cost of 1 level per character, not too bad at this low level yet still a pain. I think now I'll avoid the possibility by only saving in towns.
I have 20K gold and 300 gems in the bank accruing interest
By the end of this last session I've finally caught up to all I did through all the other false starts, and then some. A game can go so quickly when you have a little knowledge. Like knowing my sorcerer can't forgo a weapon and hold both a mind whistle and fast horn.
Identifying an item is the only way to know exactly what it does, and costs 10% of the price of the item
Now with all that trouble out of the way I can start enjoying the game. This is the first where auto-mapping is so prevalent that I'm risking not making my own maps. I am taking notes of interesting locations, but the auto-maps seem to stick around indefinitely. Making my own maps, while enjoyable, would take up even more time.

Elapsed Time: 2h32m (Total Time: 12h57m) [yes, that's 10h25m of false starts--I'm not sure if I should continue to count the full time.]

Monday, January 9, 2017

Game #66: Ultima: Warriors of Destiny (NES) - Promised Destiny

Game 66

Title: Ultima: Warriors of Destiny
Released: January 1993
Platform: NES
Developer: Origin
Publisher: FCI/Pony Canyon
Genre: RPG
Exploration - Top-down
Combat - Active battles (enemies take turns over time)
Series - Ultima

It's difficult to know where to start with a new post. I struggle how to approach condensing my time with a game into a limited amount of words. Knowing which details to put in, and which to leave out comes down to my personal experience and how much of an impact a part of the game had on me. I try to point out fun Easter eggs as well. In the end, I hope I do the games some justice with my summary. Even the bad ones.
Like Quest of the Avatar, this game begins with a series of moral questions to determine character stats
Once again the Avatar is transported to the world of Britania, but all is not well as he had left it. Lord British is missing, and someone named Lord Blackthorn has assumed leadership. Three shadowlords roam the world imposing their evil visage.
Shamino is attacked while bringing the avatar back

The shadowlords, sensing I was the avatar, fled before facing my wrath. The avatar dragged Shamino to Iolo's hut where we tended his wounds while Iolo filled me in on the story. Lord British disappeared while exploring the Underworld. Blackthorn was a kind ruler in his stead until the shadowlords appeared and corrupted him. Iolo pleads that I find Lord British and restore him to power.
*Plop*
Tackling an open world like Ultima is daunting at first. Lucky for me the map came with the game, and it's similar to Quest of the Avatar. The only notable changes are Yew moved to the south of Empath Abbey, and Blackthorn's Castle arose from the volcanoes where Mondain's skull was found. I set out to first visit every town and collect all the clues I could on a first pass. First though, I had to wrap my head around the new interface, and the day/night cycle for NPCs.
David the pirate shows up at night in Iolo's hut... got something to tell us, Iolo?
Before I even left Iolo's hut I gained the sextant from David, and learned of a couple people in Buccaneer's Den. The sextant gives the coordinates away from British's Castle at 0,0. So, I made my way south, passing a solitary house in Yew where a faithful inquisitor of Blackthorn lives. He wanted me to confess something, but I thought better of it.
Dialogue and shopping happen on a separate screen
I started in Empath Abbey and Yew, then down to Britain and Paws. I picked up lock picks in Paws. On the way back to Yew to open up a locked door I accidentally walked into a poison field, which is a slightly blue tile on the ground. Poison at the beginning of the game killed Iolo. I resurrected him at the chapel, but it raised him at 1 HP and still poisoned. The next game tick turned him back into a ghost. The game has an active system where the game ticks by for AI in combat and movement. This gives the game a bit of stuttering feel, especially when moving. Healing and resurrecting Iolo again took quite a chunk of my starting money.
Found a magic carpet in British's castle early on, which helped me reach all the towns
The controls are just as clunky as the movement since they're only detected at certain intervals. The developers seemed to have realized this as holding down a button for an action will queue it, effectively pausing the game, until the button is released. They got rid of the menu system completely. The A button access and uses items in hand, usually weapons. The B button is used to interact with the world, searching the ground for items or talking to NPCs. The start button accesses the party's inventory where potions and scrolls are used immediately, while other tools are equipped to a hand and used during the game.
Only four characters can join the party at one time, and I opted to have Jaana tag along as she seemed to know more about the resistance movement
Like the previous game, the Avatar's quest takes him to every town to learn mantras of the eight virtues. Each mantra is chanted at shrines hidden throughout the land. The dungeons that run counter to the virtues are now sealed though, and statues guard against any attempt to enter without finding the proper word of power. What makes this difficult is the small view window coupled with the day/night schedules of the NPCs. I've found NPCs in houses previously empty because I had searched at a time they weren't there.
Lord British revives the Avatar when he dies; I later found out that the cost for death is half the Avatar's experience, which can actually lower his level
Another issue I've had with the game is a lack of income. Enemies don't drop chests or gold. In fact, they don't drop anything. There's food that slowly depletes, and the lack of income makes me hope I don't run out of both. I've been staying afloat by picking up everything no matter where it lay. This includes a magic shield, sword, and axe in Boardermarch that made combat actually manageable. Strangely though, the Avatar is the only one that gains experience, and thus levels. Levels seem to improve the Avatar's HP, and determine which magic he's able to cast.
There are a couple places that have NPCs outside the towns, Sin'Vraal's hut is one where I learned a bit about the nature of the shadowlords
Every town corresponds to a virtue, and inside or near each one I've found the mantra and power word related to it or at least some clue for it, except for a couple power words. I've managed to chant all the mantras at the appropriate shrines, the easier of the tasks. I was then told to find the Codex of the Avatar, which I did, but it was mostly a bunch of gibberish about the virtues (noted for later in case it becomes important). The power words are guarded by a group called the great council. I found the first near Britain, but following the clues to Minoc I hit a roadblock. I can't find the man that guards the power word to Covetous.
I found her, but she says nothing of her father or the power word
I suspect there's some place to locate him that I just haven't tried at the correct time. Likewise, I've been told to seek out the owner of the Arms or Justice, but I've been unable to find such a place. I'm guessing he's the one that will reveal the power word for dungeon Wrong. I'm fairly close to the end now, at least the end of my clues. I've fully explored the dungeons of Despise and Deceit. Each dungeon leads to the Underworld, which appears similar to Britania. Under Despise was a man, Captain Johnne, that told me he had found the jewel of Mondain, but it shattered into three shards. The shadowlords were born from these shards. I would have taken him into my party, but I didn't find out until later that to make a party member leave they need to have nothing in their hands.
I bought a boat too
To banish the shadowlords, we needed to find the shards located somewhere in the Underworld, at the bottom of three different dungeons. Deceit led to the shard of Falsehood, and I banished the shadowlord Faulinei by learning his name, blowing the horn of honesty in front of the flame or truth, and chucking the shard into the flame as soon as he appeared. There wasn't any fanfare, so I hope I did it correctly. The next two are located at the bottom of Hythloth, which I just found the power word for inside Blackthorn's castle, and Wrong, which may be the roadblock that extends this game for far longer than needed. Aside for Covetous, I'm also missing the power word for Doom, which seems to be the final dungeon.
Inventory management became a concern at one point
A couple things of note, I did find a grappling hook that once belonged to a pirate, and lets me scale mountains very slowly. I had a clue that Lord British was in the Underworld trapped in a mirror, and I needed a box from his private room to release him. While fumbling about, I realized that one of the objects in his room was a harpsichord, and I just happened to have some sheet music to the magical piece called Stones. Using this on the instrument opened the portcullis, and allowed me entry.
Instead of including horses, this guy talks about meeting a special horse that asked him to pass along a message, and the word Infinity is just given to the Avatar
The moon gates are still present, but much less effective. They only appear at night now, although sometimes they're randomly open during the day. The phases of the moon are much slower, so the number of locations I could travel to is much more limited. I tend to travel over land for more convenience, or use the ankh talisman to transport to a random town until I arrive at a closer one to my destination. Due to the money situation reagents are in limited supply, so I don't rely on spells that often. I mainly use them for healing and curing poison. Before I found the skull key, I also used a spell to unlock magical doors. There are a lot of combat spells, but the magic sword kills all enemies so far in a single hit, and switching to the spell book seems like a waste of time. The only other spell I've used is disperse field that allows me to pass energy fields.
Finding some treasure in a dungeon; equipment can only be sold to shops that sell it--this is how I've been subsisting (and yes, that is the ghost of Iolo following the party)
I'm not sure what's at the bottom of Shame or Destard, but I have the power words for both. I suppose if I run out of leads, or get stuck, then I can explore them for fun. I've almost found a way into Blackthorn's inner circle, but I need to find a way to expose Fiona of Minoc as a member of the great council. There's a man in Serpent's Hold that wants to trade the resistance password for his fabled jeweled sword, which I can't imagine is much better than the magic sword. Rumors of glass weapons don't really interest me. I'm sure I couldn't afford them anyway. The Avatar arms are supposed to be at the bottom of Covetous. I wonder if the Underworld is actually connected, and if I could scale the mountains without going through all the dungeons.
In case that wasn't enough quest items, there's British's sceptre, crown, and amulet to find, although their use is shrouded in mystery
I can see why this game wasn't well received. I'm definitely liking the story and feel, but I think I'd like it better on the PC. This revision of combat and interface is clunky, and reduces the amount of strategy involved. Most of the puzzles have become simpler with a lock and key method of adventuring extending to dialogue. Not that it would help with my current situation, but key words like Infinity and the dungeon power words might have had more of a riddle to them. Overall, I'm enjoy it, but hope to finish soon.
It feels strange that the world doesn't wrap
Elapsed Time: 10h35m (Total Time: 10h35m)

Monday, May 9, 2016

Below the Cut: Ultima: Runes of Virtue I & II (Game Boy)

(Source: MobyGames)
Ultima: Runes of Virtue - Rating(9 RPP)
1) 2 - Character Advancement: practice/experience based advancement, stat or level increases, multiple classes or characters, customize characters
2) 1 - Combat: character stats used for combat, additional combat options, turn based
3) 1 - Items and Equipment: store to buy and sell, equipment decisions, item decisions
4) 2 - Story: main story at the forefront; world full of hints and lore; descriptions for objects, people, and places
5) 2 - Exploration: open world from the beginning, visited locations remain open
6) 1 - Quests and Puzzles: side quests not related to the main quest, puzzles and riddles to solve

Initially I wrote this off as a Zelda clone. Now that I've taken a closer look, it's right on the edge of the scale. There are stats, but in the short time I played I never saw them increase. At the same time, it's not clear if str, dex, or int affect combat. Most enemies die to a single hit. There are four characters to choose as the hero. It's possible to collect money, but not to sell any items.

The most impressive part that I missed was how open the world was. There are a lot of puzzles in the dungeons, and many NPCs to help out with hints. While the game is light on text, it does well to fill out the world with a nice cast of characters familiar to those that have played Ultima. In the end though, I don't think this has enough trappings to fall within the RPG genre, even as an action-RPG.

(Source: MobyGames)
Ultima: Runes of Virtue II - Rating(9 RPP)
1) 2 - Character Advancement: practice/experience based advancement, stat or level increases, multiple classes or characters, customize characters
2) 1 - Combat: character stats used for combat, additional combat options, turn based
3) 1 - Items and Equipment: store to buy and sell, equipment decisions, item decisions
4) 2 - Story: main story at the forefront; world full of hints and lore; descriptions for objects, people, and places
5) 2 - Exploration: open world from the beginning, visited locations remain open
6) 1 - Quests and Puzzles: side quests not related to the main quest, puzzles and riddles to solve

It seemed to either do well enough to garner a sequel (also on the SNES), or the publisher had enough time with the license to pump out a second game. This one started out with a full length intro that described how the evil guy was bored and kidnapped somebody just to annoy Lord British. Again, I'm not sure the characters have any actual development. I'm sure it's possible to increase stats (at least health), but once again combat seems too simple for them to actually matter. I may be wrong about that, and if anyone has more experience with this game to explain how I'm wrong, then I'll revisit both. Even the idea of side quests might be wrong, but none jumped out in the first few minutes of the game.

Unrelated to playing all console RPGs, I've started playing through the Game Boy library as well. Once I play through the entirety of this game I might either post an update with a better description, or create an entirely new post to cover it. It's hard to judge something from the first 10 minutes, and I'd rather not play through all games considered by RPGs from random lists. If time permitted, I probably wouldn't even have a distinction, but as it stands I'm still not making headway on the list.

Wednesday, March 16, 2016

Game #53: Pool of Radiance (NES) - Getting My Feet Wet

Game 53

Title: Pool of Radiance
Released: April 1992 (June 1991 JPN)
Platform: NES
Developer: Marionette Co., Ltd. (Originally developed by Strategic Simulations, Inc.)
Publisher: FCI / Pony Canyon
Genre: RPG
Exploration - First-person
Combat - Turn based
Series - Standalone (on console)


Come to Phlan they said, see the sights they said
Now it's time to return to another childhood classic. Of course, instead of the DOS version I played hundreds of times (not beaten, just played), I'm diving into the console port on the NES. I haven't completely decided how I feel about it yet, but suffice it to say it's definitely lacking. A single save slot is available, and luckily the battery still works in my cart. I bade farewell to the previous adventuring party. There were three default characters, not quite enough to fill the party of five, but I always enjoy the character creation process (it's probably the reason I played this so much).
Instead of choosing class, race, and gender separately, the game lists all possible combinations
I decided on a dwarf fighter, a cleric, a fighter/magic-user, a fighter/magic-user/thief, and a magic-user/cleric. One of the greatest drawbacks of the NES version is the inability to modify stats. I was left to re-roll stats for nearly 2 hours before I settled for slightly above average. My dwarf did max out at 18 (99) strength, but the other two fighters settled for 17. Adjusting the character's combat model is also missing (the aspect I enjoyed the most as a kid).
At least Rolf is still here, although he looks a bit worse for the transition
There's no grand world saving plot in Pool of Radiance. Some time ago, the city of Phlan fell to an invading monster horde. More recently, a group of enterprising individuals have retaken a portion of the city, dubbed New Phlan, and have sent a call to all adventurers whether interested in fame, treasure, or good deeds. They've established a council, have shops, a tavern, training hall, and multiple shrines. The party found themselves working together for the good of the city (or themselves). Rolf ended the tour by showing us the way into the slums; the first area to clear in our quest.
*Plop*
The first thing to do was properly equip the party. They started with no gear and a mere 540 gold to their collective names. I managed shields for everyone, long swords for the fighters, maces for the clerics, and a mix of banded, chain, and leather armor. I bought a couple slings to have some ranged weapons, and found clerics weren't able to equip them. Seems I needed something called a staff sling for them. The council is the hub for quests. Three quests are given at a time by the clerk; to start I was commissioned to clear the slums, clear out Sokol Keep, and recover some old books on old Phlan. I memorized my spells, and headed off into the slums.
You forgot the "yet"
Memorizing spells is a necessity in old D&D. Spells must be selected for memorization each and every time. It's a shame this game doesn't recall which spells were previously memorized. It gets a little tiresome, and I recall it in the PC version. It can only be done while camping, and requires a few hours of uninterrupted sleep. Clerics have access to the full assortment of spells if they're capable of casting a particular level, but mages must seek out scrolls to scribe into their books. To offset this, each level gained grants a magic-user one spell to scribe from any spell level they're able to cast. All mages start with detect magic, read magic, shield, and sleep. Detect magic in this version is not useful at all as no non-magical items are ever found outside stores. Sleep is over powered in the early game, and I'm glad to have the ability to cast it three times.
The mix of voice makes this strange to read; stopping by the friendly tavern
The slums proved relatively easy. The game limits the number of random encounters per map. Once cleared I was free to explore the area unhindered. I discovered a number of treasures that allowed me to deck out my party with long swords +1, some chain mail +1, some magical shields, and banded mail for everyone. I'm saving a dust of disappearance for when I really need it, as well as a necklace of missiles (fireballs) that I gained by retrieving a potion for a mage named Ohlo. Most battles were limited to 3 or 4 enemies in the beginning, and easily taken out with sleep. However, I avoided the troll battle in the lower left. From previous experience,  I knew it was going to be trouble.
I didn't bother to argue with this scary looking man over the 1,000 gold price tag for every level
Taking a break from the slums, I headed over to Sokol Keep. In front of the gate I found the skeletal remains of an elf. He had a scroll on his person that the party thoroughly memorized. Using the words from the scroll allowed me to avoid fighting the patrolling undead (a rough battle for my low level party). In the main hall I encountered a large party of goblins and hobgoblins led by a couple ogres. The keep was mostly free after taking them out. The had a letter that ominously referred to "the boss." I learned that the old guard of the keep were bound as undead; their leader had long ago locked them to this fate. Speaking to the head cleric, Ferrann Martinez, I told him of the current reconstruction effort, and he imparted the names of those that destroyed it long ago: Tyranthraxus, Edranka, and Torath. Before departing, he told me of an armory behind an illusionary wall, and of Mendor's library with records of the attack.
Nothing I could do with the floor lamp... the pile of treasure next to it was nice though
With Sokol Keep wrapped up, and a couple more levels under my belt, I decided to have my hand at the troll fight back in the slums. Trolls are harsh enemies at such a low level. I suspect the developers intended a party to use the necklace of missiles or dust of disappearance to make it manageable, but I'd rather save both for later. Capable of attacking three times, and regenerating hit points every round, it's nearly impossible to do on the first visit to the slums without additional magic.
Unlike the DOS version, there are kobolds (instead of ogres) capable of being slept to block the trolls, which are immune
It turned out I was worried for nothing. The trolls were paired with kobolds that I slept, trapping the trolls at range. I took them down with well placed arrows and staff slings, and cleaned up the kobolds before the trolls regenerated back to life. I fulfilled another commission, and then headed to the library. On the way was Kuto's Well, which I'll come back to later. I left the well alone, but rescued some woman in the area. More importantly I gained some treasure hidden in her cell.
Searching randomly for books; ACTUALLY random whether any useful books are found
I fought a basilisk in the library. I recalled this fight, and had brought brass mirrors, but they didn't reflect the gaze of this beast. I shamelessly restarted the fight rather than walk back with a statue for a party member. There was also a madman trapped in the library, but he ran off when I tried to take him back to town. I refused to make him go by force. A garden took up a corner of the library, but it was covered in green acidic slime that I could find no way around. So, I gathered as many books as I could, and went on my way; however, my way was blocked by the specter of Mendor.
Give it up man, you're already dead
I recalled having a way to avoid this fight in the PC version, but could find no way of doing so here. I was stopped every time I attempted to exit the library. The fight took place without any option to parlay. Most encounters give the party the option to attack, flee, wait, or parlay (this has additional options for tone as well). I reloaded this fight a single time as I was completely unprepared the first time, which resulted in a few level drains.
I came away with a number of good items, including a manual of bodily health, which I have yet to see a benefit to having read
One of the biggest gripes I have with the game is the limited inventory. At just 8 items per character, it leaves little room to collect all treasure in an area. This is especially true as I continue to collect useful scrolls, and other items that I'd rather save for later. I haven't fully searched the town, but I don't recall any kind of bank or storeroom. I returned for my fulfilled commissions, and was given three more: discover what item was to be auctioned at Podol Plaze and who wins it, discover who now resides at Kovel Mansion, and assist Braccio with a special task. In addition to those, another council member, Cadorna, had a side task to recover a package from the old overrun textile house.
Braccio ordered Dirten to join me in restoring the Temple of Tyr that was now overrun by followers of Bane
Since I was kind of following the order of commissions, I dragged Dirten along to Podol Plaza. Along the way I cleaned out Kutos Well. Apparently, an infamous thief named Norris the Gray resided under the well. I picked up some new gear, including a ring of warmth.
I didn't even know this was a thing to do
Podol Plaza was rather sparse. Most of the buildings were run down stores or abandoned houses.
Sorry, I mean, "naban doned" houses
I found a hidden shrine of Il-Mater where I was able to rest and recover. I based my exploration of the area from here, but only found an inn called The Pit, and a temple of Bane that I trashed. The auction was held in the central yard. When first entering Podol Plaza, I had the option of disguising the party as monsters, but either my charisma wasn't high (or low) enough to pull it off, or I was really unlucky because any encounter with monsters would reveal myself. Instead, I chose to hide, and only could listen to the auction proceed. A strange man bought a wand of illumination for 5000 gold. The auction ended peacefully, and everyone went their separate ways. I was rewarded for my report.
The price of healing is steep in the beginning, but isn't too bad by the mid-game
The next area I cleared was Kovel Mansion. It was filled with thieves, but most encounters were a single 6th level thief that would try to run away. The mansion was filled with traps, and locked treasure troves. I left them for later as my thief had no way to open them, and my mages hadn't learned 'knock'. I fought a couple tough battles against six 6th level thieves and a bunch of 1st level thieves, but with stinking cloud and hold person now in my arsenal, I easily dispatched them. Actually, my biggest enemy was fighting the limited inventory; usually finding treasure enough to fill me up before I had depleted my combat resources.
This letter found on the thieves' leader didn't seem to alarm the council or the party that Cadorna might betray them
In the wealthy district I ran into a group of orcs with Bane's crest. I picked up a leather symbol of Bane off their bodies, which allowed me to enter the temple without raising the alarm. One quick battle later against their head priest, Mace, and I had removed the evil aura surrounding the temple. I'm not sure how lucky it was, but I landed a silence spell on Mace, so I didn't have to worry about hold person from him. Dirten stayed behind to look after the temple while I looted the room. Good riddance; his AI was terrible. He'd often burn through hold person on enemies already held, and only cast cure light wounds on himself.
There were three treasure hoards of this size that each filled my inventory
Combat is the standard AD&D fare, initiative based turns with THAC0 (hitrate), and the lower armor class the better. Strength gives a bonus to hit and damage. Dexterity reduces AC and a bonus to hit with missile weapons. Constitution gives an additional bonus HP each level. The last three (Intelligence, Wisdom, and Charisma) are either class specific or don't factor into combat. Spells have a casting time, although sleep and magic missile are instant. Buff time for spells like empower (bless renamed), meditation (prayer renamed), and protection from evil seem to last less than they should. In fact, I had slow poison going on my front line to prevent poison attacks from frogs and scorpions, but it didn't last more than an hour. I have a feeling a few of these spells are bugged. Also, ranged weapons seem to have a higher chance to hit compared to melee attacks, but that could come down to randomness.
Dueling myself in the training hall as I'm short 100 experience
So far, having a thief doesn't seem worth it. Combat lacks critical hits, and more importantly backstabbing seems non-existent. There's no way to distract an enemy; they always turn towards their attacker. I haven't tried it while invisible yet, so I'll report if that changes things. The only use I've gotten from my thief is attempting to disarm traps, which is about as useful as it was in Warriors of the Eternal Sun. There was a section in Cadorna's Textile House where a thief was useful, but I'll get to that next post.
How every battle begins
Elapsed Time: 15h12m (Total Time: 15h12m)